ParaToxic Posted October 12, 2012 Share Posted October 12, 2012 Hei I have rigged my character and made a little testanimation.In one file is the character, rigged with joints but no animations and a second file are only the animated joints. When I load the animation with LoadAnimation to the mesh it doesn't work. I also downloaded the Soldier from the Asset store and it doesn't work too. Maybe you can tell me where the problem is... TModel base = LoadModel("abstract::soldier.gmf"); PositionEntity(base,Vec3(0,0,2)); int seq = LoadAnimation(base,"abstract::idle.gmf"); // Spin cube until user hits Escape while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) { Animate(base,AppTime()/100.0f,1.0f,seq); UpdateFramework(); RenderFramework(); Flip( 0 ); } } Quote Link to comment Share on other sites More sharing options...
Roland Posted October 12, 2012 Share Posted October 12, 2012 TModel base = LoadModel("abstract::soldier.gmf"); PositionEntity(base,Vec3(0,0,2)); int seq = LoadAnimation( GetChild(base,1),"abstract::idle.gmf"); Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
ParaToxic Posted October 12, 2012 Author Share Posted October 12, 2012 It's still not working Maybe somebody can attach a little democode, maybe my code isn't right at all. Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted October 12, 2012 Share Posted October 12, 2012 so your 100% sure the entire hierarchy in both gmf files is exactly the same mesh and bones included? also why are you animating it witb frame AppTime()/100 I bet theres a chance that that is stuffing it up as well Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
macklebee Posted October 13, 2012 Share Posted October 13, 2012 The soldier has LODs so you have to use the new LOD commands to access them (GetChild() no longer gives access to LODs). Also, if the script for the soldier is still there then more than likely it already loaded all of the animations which could be causing a problem for you. And LoadAnimation does work, as I just tried the soldier script myself. If you look at the download for the soldier in the asset store, you will see that I posted a link at the bottom of the post that has a hastily updated version of the soldier script that shows the new commands. And ken is right... dividing AppTime() by 100 as your frame is probably screwing it up as well... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
ParaToxic Posted October 13, 2012 Author Share Posted October 13, 2012 Hmm I deleted the lod files from the soldier and it works now but my own doesn't work. In one file is the ( C4D ) mesh with the skin object and the joints.The second has only the animated joints. Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted October 13, 2012 Author Share Posted October 13, 2012 Look at that here are the two meshes, one rigged character and the other only the skeleton ( animated). And the skeleton: And here are the both as gmf files ( the model is a little bit to big ) Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 13, 2012 Share Posted October 13, 2012 Just quickly looking at this, the skeletons are not the same between the two GMF's. The base.gmf's highest bone is UD3Mesh with children bones called Null-Objekt and Root. The sk_anim.gmf's highest bone starts at Root. If you notice the soldier model and its animations all have the exact same skeleton. EDIT: Also, you might want to take a look at the right leg... there is an issue with some of the vertices... maybe a flipped normal as well... or just a vert whose weight is not placed correctly... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
ParaToxic Posted October 13, 2012 Author Share Posted October 13, 2012 So I have to move the Null-Objekt down to the bottom ? Because in C4D this is the Skin-object, which is converted to this "Null-Objekt". Yes the right leg isn't right yet, it is only a testcharacter, the final follows EDIT: It seems that the soldier mesh hasn't got a mesh in it , but only the bones, because the hierarchy show's that this file contains only the bones ??? Look at that : Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted October 13, 2012 Author Share Posted October 13, 2012 Ahhh now I know the problem.When exporting a mesh with a joint in it to fbx and use the fbx2gmf converter I become the same result as in the soldier mesh.When load it in U3D and save it as gmf it creates an other object at the top of all others.The normal mesh becomes an other object a layer underneath.... I will try to make it with fbx2gmf converter, maybe it works ; Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted October 15, 2012 Author Share Posted October 15, 2012 Okey I tried everything but it doesn't work:( How do you make animations in seperated files ( maybe in 3ds max ? ) ??? It isn't a problem to rig the models in 3ds max and export them ,but please tell me how do you make that Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 15, 2012 Share Posted October 15, 2012 if you have uu3d, try exporting it with the mesh just like you did with the base model. then in uu3d, remove the mesh/surfaces and its UVs before exporting to gmf. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
ParaToxic Posted October 16, 2012 Author Share Posted October 16, 2012 Okey I will look at that Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted October 16, 2012 Author Share Posted October 16, 2012 YES IT WORKS :) Thanks. The trick is that you export the whole mesh without animations, convert it throug UU3D.The second thing is that you animate the mesh in C4D with the mesh and materials like the other, export it to u3d.Then you open UU3D and delete the groups and select all vertices and delete them too.Thats it. Thanks again Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 16, 2012 Share Posted October 16, 2012 yep, its essentially what i did to extract individual animation sequences from a character model in the past. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.